Thank you for playing!
I am honored on all of the feedback, looking forward to expanding and improving QOL features on break hopefully, especially difficulty scaling with introducing more enemy types. I think I've had too many gungeon might explain the lack of breathing room 😅
For the boss not moving part, I tried early in development where the boss can dash to the player or strafe around the player while also keeping the card queues but had a 40% chance of it spazzing out of the screen or rotating endlessly so I just cut it haha, will overhaul definitely.
thnk youu very much for the valuable suggestions!